Isle Of Cyclops - Page 8 of 15

Well we still need to find the hermit. We - Page 8 - D&D / Pathfinder Archive - Posted: 4th Oct, 2008 - 2:09am

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3rd Oct, 2008 - 3:29am / Post ID: #

Isle Of Cyclops - Page 8

I think we grab the armor and shield and go skin 50 or so hyenas. After all a rogue should be able to afford some rouge now and then.

Not sure we can try the shrine then the inn. Question is is it a clerical shrine or just more like godly blessings one might find.



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3rd Oct, 2008 - 7:58am / Post ID: #

Cyclops Isle

I am game for the hunt, once we have restored our health. And, as I mentioned before, it will be good to get out of that bikini.



3rd Oct, 2008 - 8:41am / Post ID: #

Isle Of Cyclops Archive Pathfinder / D&D

Can we kill hyenas with our puny little daggers? I'm all for a shield and something to fight with. Should we eat to restore vitality?!

After that, let's find the hermit, kick some hyena hienie, and sell their stinky little hides.



3rd Oct, 2008 - 2:55pm / Post ID: #

Page 8 Cyclops Isle

*wiggling out of her wet rags with pokadots, she dons her leather and hoists the shield to her back. Feeling comforted by its weight she pushes on to find substance.*

We now have shield leather Armour each add 1 hit. You must state when you chose to use it.

Nice =2 in armor and a scimitar =1 to hit. I think we are doing well.

Off to the inn and the temple.

QUOTE

30
The Rope and Anchor Tavern is a smoke-blackened hall
that reeks of strong ale and charcoal. At the back of the
taproom are several dingy stalls where you can rest and
recuperate. Each night you spend here costs 1 Talon and you
may restore 1 point to your VITALITY score if injured.

Leave the Rope and Anchor Tavern turn to 25


Pay 3 Talons and buy a round of drinks turn to 16


So we spend 3 talons for 3 nights and are healed.

Leaves 94 talons.

So do we buy a round before we leave? If we leave where to the north to explore or to the Temple?

Reconcile Edited: krakyn on 3rd Oct, 2008 - 2:58pm



Post Date: 3rd Oct, 2008 - 3:50pm / Post ID: #

Isle Of Cyclops
A Friend

Cyclops Isle

I say lets go and see the hermit now that we are fully healed. We should be able to get some Hyenas pelts on our little trip. Maybe we will get some good advise from this hermit.

3rd Oct, 2008 - 8:01pm / Post ID: #

Isle Of Cyclops

Being healed, I'd rather go see the hermit (since the shepherd said we should) than the temple.



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3rd Oct, 2008 - 8:38pm / Post ID: #

Isle Cyclops - Page 8

North it is!

QUOTE

33
The southern hills of Goi-Han are rolling sun-blasted
mounds surmounted by bleached granite boulders covered in
lichen. The shallow vales between them are grassy fields
bordered by crumbling walls of stone. Roll two dice:
Score 2-6 A deep growl turn to 4
Score 7-8 An uninterrupted stroll turn to 11
Score 9-12 The tinkle of bells turn to 27

*shivers a a deep growl*

4
There is a horrible snarl from a tangled mass of bushes as a
furry shape hurls itself at you, fangs agape. You have
disturbed an Island Hyena, a small but ferocious predator
endemic to the Bird Islands.
Island Hyena SKILL 3 VITALITY 2
If your VITALITY score is reduced to zero, turn immediately
to 13. If you defeat the Island Hyena, you can add a hyena
pelt to your Adventure Sheet if you wish. You continue on
your journey. Turn to 11.



nice doggy skill 3 vit 2 us skill 5 vit 4

roll 4 vit1 us roll 1 vit 4

roll 1 vit 1 roll 6 4 armour takes one for us

roll 1 vit 1 rol 1 4 we block each other

roll 3 0 dead roll3 4

QUOTE

11
You are traversing the southern hills of Goi-Han isle. To the
south lies the village of Han, whilst to the north lurk the
mist-clad uplands of the interior.
Go south to Han turn to 25
Go north to the centre of the island turn to 44

44
In central Goi-Han the misty crags rise high into drifting
banks of grey cloud, and are covered in loose ash-coloured
shale. The deep valleys are almost impenetrable due to
thorny bushes of dark green and brown hue.
Roll two dice:
Score 2-6 A foul stench turn to 31
Score 7-8 An uneventful journey turn to 20
Score 9-12 Thunderclouds overhead! turn to 9

*we smell a familuar stench*






Fight on

ora ora skill 2 vit 3 us skill5 vit 4

roll 1 vit 3 roll 4 vit 4
1 3 4 4
4 2 2 4
2 2 4 4
5 1 2 4
6 0 dead 5 4

One with the travels I likes our scimitar!

*does a jig heading down the hill cleaning her blade*





QUOTE

31
You are travelling through one rugged dell, which is tainted
by the heavy odor of rotting flesh. Up ahead, what you
thought was a boulder suddenly lurches towards you on four
stubby legs, uncurling a long tail, whilst a lizard-like head
strains forward in your direction. You have been ambushed
by a reptilian horror known as the Ora-Ora, famed for their
venomous drool. Its pink forked tongue darts in and out of
fang-lined jaws, scenting your warm blood"¦
Ora-Ora SKILL 2 VITALITY 3
If your VITALITY score is reduced to zero, turn immediately
to 13. If you defeat the Ora-Ora, you may continue on your
journey. Turn to 20.

20
If you have the codeword Ascent, turn immediately to 36.
You are wandering across the fog-strewn central
highlands of Goi-Han. To the south and east, lower hills are
visible through the murk. From the north comes the sound
of waves breaking on a ragged coastline.
Go east turn to 23
Go south turn to 33
Go north turn to 18



So we whent north found ship now town is south so east we must go!

QUOTE

23
The eastern reaches of Goi-Han are low hills of black, rocky
outcrops, whilst in the dells, cicadas drone relentlessly from
their perches amongst dense stands of bamboo and jungle
willow. A dark cloud of midges rises suddenly from a grassy
embankment up ahead.
Roll two dice:
Score 2-6 A shadow in the trees turn to 34
Score 7-8 A lonely walk turn to 41
Score 9-12 Footprints on the path! turn to 14

*notes a shadow forming in the trees.*

34 q
If the box above is ticked, turn immediately to 19. If it is not
ticked, tick it now, and read on.
Your walk is interrupted by a raucous chattering and a
dark squat form swings down from the trees to land lightly
on the path in front of you. You have been ambushed by a
gibbering Bamboo Ape, which bares its teeth and screeches
at you in pure malice.
Bamboo Ape SKILL 2 VITALITY 2
If your VITALITY score is reduced to zero, turn immediately
to 13. If you defeat the Bamboo Ape, turn instead to 26.




Ape skil 2 vit 2 us skil 5 vit 4

roll vit roll vit
1 2 1 4
2 2 4 4
2 2 3 4
4 1 2 4
5 0 5 0

*thinks ape boy was pretty fast even if not strong.*



QUOTE


26
Nudging the Bamboo Ape's corpse with your foot, you
notice it has something entwined around its neck. With a
gasp of surprise you dislodge a beautiful glimmering jeweled
amulet, which you may add to your Adventure Sheet if you
wish.
Turn to 41.

*notes amulet*

41
These far reaches of Goi-Han are steamy and tangled with
thick undergrowth. From the heights you can glimpse the
dark bulk of the eastern isles of Morkatal and Nen-Tai.
Several faint paths lead back west to the central highlands of
this lonely island.
Head back west turn to 44

44
In central Goi-Han the misty crags rise high into drifting
banks of grey cloud, and are covered in loose ash-coloured
shale. The deep valleys are almost impenetrable due to
thorny bushes of dark green and brown hue.
Roll two dice:
Score 2-6 A foul stench turn to 31
Score 7-8 An uneventful journey turn to 20
Score 9-12 Thunderclouds overhead! turn to 9

*roll7* on we go

20
If you have the codeword Ascent, turn immediately to 36.
You are wandering across the fog-strewn central
highlands of Goi-Han. To the south and east, lower hills are
visible through the murk. From the north comes the sound
of waves breaking on a ragged coastline.
Go east turn to 23
Go south turn to 33
Go north turn to 18


Ok now which way?



4th Oct, 2008 - 2:09am / Post ID: #

Isle Cyclops D&D / Pathfinder Archive - Page 8

Well we still need to find the hermit. We could go north (from the sound of the waves it will be a short trip) or we could continue on East and see what that brings us.




 
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